Utilities

Utilities

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Add Force

Add a force to a single rigid body. This is like a 'thruster'. Good for adding a burst over some (non zero) time. Should be called every frame for the duration of the force.

Target is Physics Thread Library

Async Load Asset

Asynchronously loads a Soft Object Reference and returns object of the correct type if the load succeeds

Async Load Class Asset

Asynchronously loads a Soft Class Reference and returns class of the correct type if the load succeeds

Break ARFilter

Breaks an ARFilter struct into its component pieces. You should be using ClassPaths and RecursiveClassPathsExclusionSet from this node, ClassNames and RecursiveClassesExclusionSet are deprecated.

Target is Kismet System Library

Break Soft Class Path

Gets the path string out of a Soft Class Path

Target is Kismet System Library

Break Soft Object Path

Gets the path string out of a Soft Object Path

Target is Kismet System Library

Break Top Level Asset Path

Gets the path string out of a TopLevelAssetPath

Target is Kismet System Library

Cast To Class

Casts from an object to a class, this will only work if the object is already a class

Target is Kismet System Library

Class Is Child Of

Determine if a class is a child of another class.

Target is Kismet Math Library

Conv Component Reference to Soft Component Reference

Conv Component Reference to Soft Component Reference

Target is Kismet System Library

Copy

Outputs a copy of the value passed into it.

Does Implement Interface

Checks if this object implements a specific interface, works for both native and blueprint interfacse

Target is Kismet System Library

Editor Destroyed

Editor Destroyed

Target is VPViewport Tickable Actor Base

Get Atmosphere Transmitance On Ground At Planet Top

Get Atmosphere Transmitance on Ground at Planet Top

Target is Sky Atmosphere Component

Get Class

Returns the class of a passed in Object, will always be valid if Object is not NULL

Target is Gameplay Statics

Get Class Display Name

Returns the display name of a class

Target is Kismet System Library

Get Class Path Name (Top Level Asset Path)

Returns the full path to the specified class as a Top Level Asset Path used by asset utilities

Target is Kismet System Library

Get Command Line

Returns the command line that the process was launched with.

Target is Kismet System Library

Get Data Table Row

Attempts to retrieve a TableRow from a DataTable via it's RowName

Get Display Name

Returns the display name (or actor label), for displaying as a debugging aid. Note: In editor builds, this is the actor label. In non-editor builds, this is the actual object name. This function should not be used to uniquely identify actors! It is not localized and should not be used for display to an end user of a game.

Target is Kismet System Library

Get Editor Property

Attempts to retrieve the value of a named property from the given object.

Target is Kismet System Library

Get Enum Path Name (Top Level Asset Path)

Returns the full path to the specified enum as a Top Level Asset Path used by asset utilities

Target is Kismet System Library

Get Frame Count

Returns the value of GFrameCounter, a running count of the number of frames that have occurred.

Target is Kismet System Library

Get Object Name

Returns the actual object name.

Target is Kismet System Library

Get Object Path String

Returns the full path to the specified object as a string

Target is Kismet System Library

Get Outer Object

Returns the outer object of an object.

Target is Kismet System Library

Get Skip Assigning Gamepad to Player 1

Get Skip Assigning Gamepad to Player 1

Target is Game Maps Settings

Get Soft Class Path

Returns the full path to the specified class as a Soft Class Path (that can be used as a Soft Object Path)

Target is Kismet System Library

Get Soft Class Top Level Asset Path

Converts a Soft Class Reference to a Top Level Asset Path used by asset utilities

Target is Kismet System Library

Get Soft Object Path

Returns the full path to the specified object as a Soft Object Path

Target is Kismet System Library

Get Struct Path Name (Top Level Asset Path)

Returns the full path to the specified struct as a Top Level Asset Path used by asset utilities

Target is Kismet System Library

Has Launch Option

Checks the commandline to see if the desired option was specified on the commandline (e.g. -demobuild)

Target is Gameplay Statics

Is Unattended

Returns true if running unattended (-unattended is on the command line)

Target is Kismet System Library

Is Valid

Return true if the object is usable : non-null and not pending kill

Target is Kismet System Library

Is Valid Class

Return true if the class is usable : non-null and not pending kill

Target is Kismet System Library

Is Valid Soft Class Reference

Returns true if the Soft Class Reference is not null

Target is Kismet System Library

Is Valid Soft Object Reference

Returns true if the Soft Object Reference is not null

Target is Kismet System Library

IsA

Returns whether or not the object passed in is of (or inherits from) the class type.

Target is Gameplay Statics

Load Asset Blocking

Resolves or loads a Soft Object Reference immediately, this will cause hitches and Async Load Asset should be used if possible

Target is Kismet System Library

Load Class Asset Blocking

Resolves or loads a Soft Class Reference immediately, this will cause hitches and Async Load Class Asset should be used if possible

Target is Kismet System Library

Make ARFilter

Builds an ARFilter struct. You should be using ClassPaths and RecursiveClassPathsExclusionSet, ClassNames and RecursiveClassesExclusionSet are deprecated.

Target is Kismet System Library

Make Soft Class Path

Builds a Soft Class Path struct from a string that contains a full /folder/packagename.class path. For blueprint classes, this needs to point to the actual class (often with _C) and not the blueprint editor asset

Target is Kismet System Library

Make Soft Object Path

Builds a Soft Object Path struct from a string that contains a full /folder/packagename.object path

Target is Kismet System Library

Make Top Level Asset Path

Builds a TopLevelAssetPath struct from single Path string or from PackageName and AssetName string.

Target is Kismet System Library

Make UDIMVirtual Texture from Texture 2Ds

Make a UDIM virtual texture from a list of regular 2D textures

Target is UDIMTexture Function Library

Parse Command Line

Target is Kismet System Library

Parse Param

Returns true if the string has -param in it (do not specify the leading -)

Target is Kismet System Library

Parse Param Value

Returns 'value' if -option=value is in the string

Target is Kismet System Library

Resolve Soft Reference

Resolves or makes a Soft Reference, connect a soft or hard reference to the input pin.

Select

Return the option at Index, (first option is indexed at 0)

Select Class

If bPickA is true, A is returned, otherwise B is

Target is Kismet Math Library

Select Object

If bPickA is true, A is returned, otherwise B is

Target is Kismet Math Library

Set Editor Property

Attempts to set the value of a named property on the given object.

Target is Kismet System Library

Set Skip Assigning Gamepad to Player 1

Modify "Skip Assigning Gamepad to Player 1" GameMapsSettings option

Target is Game Maps Settings

To Object (Interface)

Converts an interfance into an object

Target is Kismet System Library

To Soft Class Path

Converts a Soft Class Reference into a Soft Class Path (which can be used like a Soft Object Path)

Target is Kismet System Library

To Soft Class Reference

Converts a Soft Class Path into a base Soft Class Reference, this is not guaranteed to be resolvable

Target is Kismet System Library

To Soft Object Path

Converts a Soft Object Reference into a Soft Object Path

Target is Kismet System Library

To Soft Object Reference

Converts a Soft Object Path into a base Soft Object Reference, this is not guaranteed to be resolvable

Target is Kismet System Library

To String (SoftClassReference)

Converts a Soft Class Reference to a path string

Target is Kismet System Library

To String (SoftObjectReference)

Converts a Soft Object Reference to a path string

Target is Kismet System Library

Categories

Animation

Animation

Array

Array

Casting

Casting

Collision

Collision

DMX

DMX

Enum

Enum

Flow Control

Instanced Struct

Instanced Struct

Internationalization

Internationalization

Macro

Macro

Map

Map

Name

Name

Operators

Operators

Paths

Paths

Platform

Platform

Set

Set

String

String

String Table

String Table

Struct

Struct

Text

Text

Time

Time

Time Management

Time Management

World

World

World Partition

World Partition

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